Sideboard


Deck Design

This deck was designed around the idea that Attune with Aether is a good enabler for both Riddleform and Enigma Drake.

There is a small energy package within the deck: Attune with Aether, Aether Hub, Rogue Refiner, and Harnessed Lightning. Aether Hub makes it possible to play an aggressive deck in 3 colors along with the 8 Kaladesh Fast Lands, and Harnessed Lightning is the best removal spell in the format.

Crash Through , Censor, and Attune with Aether all put an instant or sorcery in the graveyard while replacing themselves. Allowing us to churn through the deck to find our limited number of threats.

Insult / Injury gives us the ability to end games out of nowhere which is very crucial for the deck as it plays kind of like a combo deck more than an aggro deck.

The core of the deck:

20 lands, 4 Attune with Aether

4 Shock, 4 Crash Through , 4 Harnessed Lightning, 4 Censor

4 Riddleform, 4 Rogue Refiner, 4 Enigma Drake

3 Insult / Injury, 2 Chandra, Torch of Defiance

That puts us to 57 cards, there are 3 flex spots that are open to whatever the meta looks like. I've tried a couple different things. I tried Bedlam Reveler but I found he was too slow. Other one mana cyclers like Hieroglyphic Illumination are OK. Burn spells are alright. I'm also a fan of Sweltering Suns (it only kills Rogue Refiner on our side). Glorybringer is another great flying threat that gives you more interaction but he does have the downside of being 5 mana. I don't like other cheap threats like Voltaic Brawler or Soul-Scar Mage as they aren't impactful enough late in the game and too easily blocked on the ground.

Gameplan

Your first priority is to find a threat. Whether that means in your opening hand or digging for it with cyclers and cantrips. Keeping a hand without a threat is usually not a good idea, but there are exceptions based on the match-up and the contents of your hand. (Note: Chandra, Torch of Defiance is definitely considered a "threat")

Your second priority is to load your graveyard with instants and sorceries so your Enigma Drakes get big. This is usually done by interacting with your opponents board with your removal and casting Attune with Aether to make your land drops.

This deck is great at setting up a turn 4 Chandra, Torch of Defiance on an empty board. With Shock, Harnessed Lightning, and Censor your opponent will have a hard time getting velocity in the early game. It's often correct to not play your creatures out and to hold up censor or removal in the early game if you have a Chandra in hand. Once Chandra is in play, you can use her +1 to generate mana and quickly deploy your threats (while still leaving up mana for interaction) and overwhelm your opponent. Overall she is a powerhouse in this deck with every ability being extremely relevant.

Ideas are greatly appreciated! I took 1st at FNM (9/8/17) with the deck (4-0-1 finish) when I tried the deck for the first time and am always looking for ways to improve it.

Suggestions

Updates Add

This deck again proves it's a real contender. In the flex slots I played 1x Glorybringer and 2x Incendiary Flow.

R1 Mono White Monument

This was a great matchup for us. He never played any fliers and our clock was quicker than his. Quick 2-0.

R2 5-color Fog

This deck used fevered visions, fogs, and approach of the second sun. Funnily enough Insult//Injury directly counters fogs as damaged can't be prevented the turn you cast insult, which is not something I thought would ever come up. After a quick game 1 I struggled to finish game 2 after drawing 3 harnessed lightnings. Luckily a Rogue Refiner and Riddleform were able to go the distance by targeting the rogue refiner with 2 harnessed lightnings (paying zero energy) to trigger riddleform for the last two swings in the game. 2-0

R3 U/B Reanimator

A close series. Despite his Gonti, Lord of Luxury hitting one of my Chandras game 1, I was able to close out the game thanks to my sole copy of Glorybringer. Game 2 I fell behind early and he cast a Glorybringer off of another Gonti which put me too far behind. Game 3 he mulliganed to 5 and a Riddleform backed up with some counter magic was enough to take the game. 2-1

R4 U/R Emerge

Elder Deep-Fiend, Prized Amalgam, Stitchwing Skaab, and friends. He churned through his deck for a while game 1 but didn't find any gas. Game 2 he got the nut draw with 9 power on board by turn 3. Despite a couple Incendiary flows to exile some amalgams an Elder Deep Fiend was able to close the game with my low life total. Game 3 Enigma Drake showed how good he is against 3 power creatures and a swing for over 15 closed the game. 2-1

R5 U/W Eldrazi

Turn 4 Chandra killing an Eldrazi Displacer and following up with an Enigma Drake and Riddleform was plenty to close game 1. Game 2 Spell Queller turn 3 out of the sideboard caught me off guard and I fell too far behind after he dropped an Always Watching turn 4 and made the Sweltering Suns in my hand look awful. Game 3 I played defensively and chose to scry a bunch with a Riddleform as I suspected another spell queller. After hitting some land drops I dropped a Glorybringer, and then another glorybringer the following turn. It proved too much for my opponent. 2-1

Result 5-0

I've found that sideboarding out Insult//Injury for the 2nd and 3rd games works really well. I like to be as proactive as possible game 1 and then side in more counter magic and haymakers (glorybringer) games 2 and 3. Shock also often gets sided out. Incendiary flow was great in the main deck and I like the single copy of Glorybringer.

I can't wait to try the deck after rotation. We only lose Lumbering Falls and Incendiary Flow and we get access to Opt, Lightning Strike, Spell Pierce, Vance's Blasting Cannons  Flip, and Rootbound Crag.

Opt is an excellent upgrade over Crash Through. Lightning Strike is an even better Incendiary Flow and might even take the place of a few Harnessed Lightnings. Spell Pierce is an interesting one. It'll probably be in the sideboard at the least. Vlance's Blasting Cannons will be an awesome sideboard card against control.

The deck is really fun to play, sometimes operating like a Delver of Secrets  Flip deck and other times like a one hit combo deck.

Comments

Date added 7 years
Last updated 7 years
Legality

This deck is not Standard legal.

Rarity (main - side)

2 - 1 Mythic Rares

16 - 5 Rares

26 - 0 Uncommons

12 - 9 Commons

Cards 60
Avg. CMC 2.38
Tokens Elemental 3/1 R, Emblem Chandra, Torch of Defiance, Energy Reserve
Folders Top Decks
Votes
Ignored suggestions
Shared with
Views